TF2/Making an Arena map: Difference between revisions

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This page need to be made please when someone works it out :D
I'll look into it and write a tutorial.
I'll update this page as I try this out --[[User:Acegikmo|Acegikmo]] 22:13, 19 Aug 2008 (PDT)
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== The Arena gamemode ==
== The Arena gamemode ==
This is a new gamemode that came along with the heavy update.
This is a new gamemode that came along with the heavy update.
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== Tutorial ==
== Tutorial ==
'''[This tutorial is not finished yet, check back in a few hours]'''


1. Add the following entities:
1. Add the following entities:
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Maximum Legal Value: 3
Maximum Legal Value: 3


OnHitMax | text_red_game_win | Display
OnHitMax | text_red_game_win | Display
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Maximum Legal Value: 3
Maximum Legal Value: 3


OnHitMax | text_blu_game_win | Display
OnHitMax | text_blu_game_win | Display
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'''logic_auto'''
'''logic_auto'''


OnMapSpawn | tf_gamerules | SetStalemateOnTimelimit | 1
OnMapSpawn | tf_gamerules | SetStalemateOnTimelimit | 1 ''(This will appear as a broken Output)''
 
 
'''logic_relay'''
 
Name: relay_round_start
 
 
'''logic_relay'''
 
Name: relay_cap_enable




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CapEnableDelay: 60
CapEnableDelay: 60


''This entity does not exist in the tf.fgd file, so you'll have to enter the keyvalues yourself.''




2. And these control point entities:
 
2. Save your map and open it in notepad.
 
3. Press ctrl+F and search for tf_logic_arena
 
4. Add this text above "origin":
 
''connections
 
{
 
"OnCapEnabled" "cap_flag,ShowModel,,0,-1"
 
"OnArenaRoundStart" "relay_round_start,Trigger,,0,-1"
 
"OnCapEnabled" "relay_cap_enable,Trigger,,0,-1"
 
}''
 
 
 
7. Add these control point entities:
 


'''prop_dynamic'''
'''prop_dynamic'''
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Name: prop_cap_1
Name: prop_cap_1


'''team_control_point'''
'''team_control_point'''
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BLUE model bodygroup: 0
BLUE model bodygroup: 0
Check the "Start with model hidden" flag.




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Time to cap (sec): 4
Time to cap (sec): 4


OnCapTeam1 | prop_cap_1 | Skin | 1
OnCapTeam1 | prop_cap_1 | Skin | 1
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OnEndCap | relay_resettimer | Trigger
OnEndCap | relay_resettimer | Trigger
== Q & A ==
'''How do I make something happen when a round starts? Such as opening spawnroom doors.'''
''The logic_relay named relay_round_start will trigger when a round starts.''
'''How do I make something happen when the control point is activated?'''
''The logic_relay named relay_cap_enable will trigger when the control point is activated.''
'''How do I modify the time it takes before the control point is activated?'''
''In the tf_logic_arena entity, change the CapEnableDelay to the amount of seconds you want.''
'''How do I test my map? It's waiting for players all the time'''
''Write "bot" in the console and it'll add a player for you, allowing you to test the map''
Contact: Acegikmo_Trackmania@hotmail.com
--[[User:Acegikmo|Acegikmo]] 07:57, 20 Aug 2008 (PDT)

Revision as of 07:57, 20 August 2008

The Arena gamemode

This is a new gamemode that came along with the heavy update. In this gamemode, you don't respawn until your whole team is dead. The goal is to kill everyone on the enemy team, or to capture the center control point of the map. The control point is locked for 60 seconds in Valve's Arena maps, and cannot be captured until it's unlocked.

This tutorial will show you how to set up the Arena gamemode exactly as it is in arena_lumberyard.


Tutorial

1. Add the following entities:

team_control_point_master

Name: master_control_point

OnWonByTeam1 | counter_red_win | Add | 1

OnWonByTeam2 | counter_blu_win | Add | 1


math_counter(red)

Name: counter_red_win

Maximum Legal Value: 3

OnHitMax | text_red_game_win | Display

OnHitMax | end_game | EndGame | <none> | 6


math_counter(blu)

Name: counter_blu_win

Maximum Legal Value: 3

OnHitMax | text_blu_game_win | Display

OnHitMax | end_game | EndGame | <none> | 6


game_text(red)

Name: text_red_game_win

Message Text: Red Wins the Game!

Color2: 240 0 6

Check the "All players" flag.


game_text(blu)

Name: text_blu_game_win

Message Text: Blue Wins the Game!

Color2: 0 0 240

Check the "All players" flag.


game_end

Name: end_game


logic_auto

OnMapSpawn | tf_gamerules | SetStalemateOnTimelimit | 1 (This will appear as a broken Output)


logic_relay

Name: relay_round_start


logic_relay

Name: relay_cap_enable


tf_logic_arena

CapEnableDelay: 60

This entity does not exist in the tf.fgd file, so you'll have to enter the keyvalues yourself.


2. Save your map and open it in notepad.

3. Press ctrl+F and search for tf_logic_arena

4. Add this text above "origin":

connections

{

"OnCapEnabled" "cap_flag,ShowModel,,0,-1"

"OnArenaRoundStart" "relay_round_start,Trigger,,0,-1"

"OnCapEnabled" "relay_cap_enable,Trigger,,0,-1"

}


7. Add these control point entities:


prop_dynamic

World Model: models/props_gameplay/cap_point_base.mdl

Name: prop_cap_1


team_control_point

Name: cap_flag

Print Name: #Arena_cap

Index: 3

BLUE model bodygroup: 0

Check the "Start with model hidden" flag.


trigger_capture_area

Name: cap_trigger

Control point: cap_flag

Number of RED players to cap: 3

Number of BLUE players to cap: 3

Time to cap (sec): 4

OnCapTeam1 | prop_cap_1 | Skin | 1

OnCapTeam2 | prop_cap_1 | Skin | 2

OnEndCap | relay_resettimer | Trigger


Q & A

How do I make something happen when a round starts? Such as opening spawnroom doors.

The logic_relay named relay_round_start will trigger when a round starts.


How do I make something happen when the control point is activated?

The logic_relay named relay_cap_enable will trigger when the control point is activated.


How do I modify the time it takes before the control point is activated?

In the tf_logic_arena entity, change the CapEnableDelay to the amount of seconds you want.


How do I test my map? It's waiting for players all the time

Write "bot" in the console and it'll add a player for you, allowing you to test the map


Contact: Acegikmo_Trackmania@hotmail.com

--Acegikmo 07:57, 20 Aug 2008 (PDT)